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In
1999, Soul Calibur won almost complete universal acclaim for being
the best 3D fighter of its generation, and a game which was regarded
as the pinnacle of the 3D fighting genre (if not the entire fighting
genre). It was always going to be difficult for Soul Calibur 2 to
emulate the acclaim and impact of its predecessor. Indeed, it hasn't
been able to for several reasons. It has been a little overshadowed
by VF4 Evolution, which offers an extremely deep fighting system,
and it has also largely stuck to the same formula, with the fighting
system of each character mainly refined a little, rather than revolutionised.
Although Soul Calibur was regarded so highly by
critics and fight fans alike, it was still a game that was often
unfairly labelled as a button basher. This was partly due to the
fast and frantic nature of the game, those who were trying to get
good at the game would still sometimes lose to button bashers, even
after months of practice. Trying to deliberately time your actions
without a deep and active understanding of your character's moves
may not work against a player who bashes the hell out of the controls.
However, although the game is very accessible, this shouldn't be
mistaken for the game having a gentle and easy learning curve.
Furthermore, people should not mistake the open
accessibility of the Calibur games to mean they lack depth, as in
truth, when it comes to fighting games, Soul Calibur 2 is only second
to the genre defining Virtua Fighter 4 Evolution in the depth stakes.
Those who persist in viewing either of the Caliburs as shallow,
button bashing games would be wise to look more closely at their
own gaming skills and ability as lacking depth. Although it takes
a long time and considerable effort to become truly good at the
game, once you are suitably proficient, button bashers simply don't
stand a chance.
Make no mistake, Soul Calibur 2 is a game of immense
skill and dexterity, and one that requires the player to be dedicated
in honing and practicing their skills for a considerable amount
of time before they can consider themselves to be good at the game.
Even learning to utilise one character very effectively will take
at least a couple months of dedicated practice; and to truly master,
much, much longer. On Soul Calibur, even after years of playing
as one character, expert players still sometimes discover new combo
patterns which they can work into their fighting routines. Soul
Calibur 2 retains essentially the same combat engine and therefore
the same possibilities for players to discover hidden subtleties
about their chosen fighter, even hundreds or even thousands of hours
into the game.
The 20 (15 available from the beginning, 5 unlockable)
characters in the game possess greatly differing fighting styles,
weapons, speed and range. All these varying factors combine to make
combatants of a particular style, flair and individuality, and it
is the sheer variety and choice of fighters the game offers that
will not only astound newcomers to the game, but will give dedicated
fighting fans plenty of scope for choosing the kind of character
that suits them.
In Soul Calibur 2, Namco have painstakingly balanced
each character's abilities, which becomes increasingly apparent
through extended play, and in spite of the wide variety of fighting
styles in the game, Soul Calibur 2 rarely, if ever, feels imbalanced.
Go to various Tokyo arcades and you will find that expert challengers
are using most (if not all) of the characters; surely a testament
to the game that it possesses a wonderfully balanced combat engine
for almost all characters (although one or two of the characters
are a little weaker than the others).
Some characters require players to play in a more
all-round sense, and other characters are very much geared towards
attack. Players who are natural turtlers (overly cautious running
away types) will want to stay away from using Talim or Taki, for
example. As both are fast and have the potential for large combos,
they are built purely for attack. That's where the similarities
between them ends though, as Taki and Talim require completely different
mindsets from the players that use either of them. Expert Taki players
will really utilise her agility and speed of movement and have a
mastery of the 8-way run, so will be particularly useful at moving
around opponent's attacks rather than simply blocking them, as opposed
to Talim, who in contrast, requires a more direct approach from
the player. Voldo is a particularly odd character, not only in design
but also in playing style. His unpredictable move range and the
fact that he can perform a variety of moves while in the several
different stances he has, means that for a player to get good at
using him, they need to be able to think laterally and really have
the ability to mix up their moves with purpose (there are still
many players that can get too easily stuck into a routine of moves
and combos. These types should avoid using Voldo). Voldo is a true
master's character, because only the best players can learn to really
effectively exploit his unpredictable nature.
The 8-way run adds a further tactical dimension
into the mix. The inclusion of the 8-way run means that players
not only have to learn to understand the speed and range of their
own moves, but also their opponents. In a defensive sense, more
skilful players will learn to move around certain attacks (such
as ones that only connect if the players are directly facing each
other), and from an attacking point of view, better players will
know instinctively to use the moves which connect in a wider arc
when appropriate.
The inclusion of parries also adds further depth
to the defensive side of the game, and play an integral part in
matches between advanced players. These are executed by a tap of
the block button coupled with either a tap forward of the stick
(for parrying higher or mid attacks) or a tap back (for parrying
and lower and mid attacks) and must be timed to just as the opposing
players attack is about to strike. If a player successfully parries
an opponent, that player has a free hit on his/her opponent, and
all the opponent can do in response is parry back. It is particularly
enthralling to be involved in, or watch a multiple parry exchange
between 2 advanced players.
Having friends who are prepared to learn with
you can and will make the experience of playing the game all the
more deeper and rewarding. In fact, there are few games in any genre
that can claim to be as rewarding as Soul Calibur 2. Like its predecessor
and VF4 Evolution, it is simply amazing how much players can learn
from each other through competitive play, and it remains the only
way to truly and effectively learn the game and measure one's progress.
Few games can compare with the psychology and intensity of a Soul
Calibur 2 match between 2 learned opponents. Human ompetition is
also immensely important from the point of view of learning the
game properly, as while the AI has improved immensely from that
of Soul Calibur 1, it still remains a little inadequate on most
difficulty settings and doesn't mimic the weaknesses and strengths,
nor the varying styles of human opponents.
Where does the Xbox version differ from the other
home formats? In terms of how it plays, not at all, barring the
inclusion of the exclusive bonus character Spawn. In terms of his
character background, Spawn is undoubtedly out of place in the Soul
Calibur universe (him being an ex-CIA agent), however in an aesthetic
sense he is undoubtedly the least "out of place" character
of all the exclusive characters in each of the home versions (please
refer to the Gamecube
and PS2
reviews for an assessment of their respective exclusive character).
Namco have put good work into making his combat system not only
a very unique one, but also a very effective one.
Graphically, the Xbox version has pretty noticeable
improvements from its arcade counterpart, with sharper character
models and slightly more spectacular looking backgrounds (particularly
running in 720p, where the quality of the picture is comparable
to it running on a PC monitor). It is also the slight graphical
superior of the other two home versions, although the difference
is somewhat negligible. Sonically, things are also wonderful, as
the game fully supports 5.1 and utilises this feature well, with
the beautifully composed tunes sounding even more captivating, and
the weapon noises and voices sounding even more chunky and realistic.
Those with the Xbox version will undoubtedly want
to know the appropriate control methods with which to play the game.
For those who don't want the pay the high cost of importing an arcade
stick, thankfully, the Xbox pad provides adequate control, although
not perfect, with the A button mapped to block, the X button being
for horizontal attacks, the Y button being for vertical attacks
and the B button being for kicks. Those who seek the ideal control
set-up will want to invest in an arcade stick, although there has
been no official Soul Calibur 2 stick released on the Xbox (unlike
for the GC and PS2). People wishing to use a stick for the game
have two choices: the Fighting stick EX or the Dead or Alive 3 stick.
Both sticks offer exactly the same level of control, with exactly
the same button placements and button size (although the DOA3 stick
had only 4 buttons as opposed to the 8 buttons that the Fighting
EX stick has). Both sticks are equally excellent for Soul Calibur,
and nearly mimic the game's arcade setup, although neither are quite
as good as the official Soul Calibur 2 stick due to the smaller
buttons that both sticks possess. It may sound like a small point,
but it really does make a difference, especially to more dedicated
players.
Is Soul Calibur 2 a better game than its predecessor?
The answer is yes, although it unfortunately isn't an emphatic one.
Namco have upset many of their hardcore following by omitting 3
(lizardman, Rock, Hwang) of the characters from the last game. The
fact that each of the omitted characters features in weapons master
mode (for a more detailed description of Weapon master mode, please
refer to the Gamecube
review of this game) really adds insult to injury for
fans of the omitted characters.
Where the game does improve upon its predecessor,
is in the beefing up of each of the retained fighters. Each of the
characters has retained the core-fighting engine of the previous
game, meaning that Soul Calibur veterans can start playing this
game as if they were playing the original. However, each character
has been stripped of a few useless moves as well as having a couple
of new moves (which suffice to say are very effective and welcome
additions). Also, the inclusions of newer characters like Talim
and Cassandra, and to a lesser extent Raphael and Yunsung, have
enriched the game with even more intriguing and exotic weapons and
fighting styles.
Soul Calibur 2, like its predecessor, is a game
which gamers can, and will, enjoy. There's plenty of incentive here
for those who are more interested in a button mashing fest, as it's
spectacularly beautiful looking, with wonderfully detailed, animated
and solid character models, and will entice players to keep on playing.
Conversely, it offers the more dedicated players, who want to explore
the depths of its combat system, almost endless scope and gameplay.
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